varying vec3 normal, lightDir,I;
varying vec4 Cs;

void main()
{	
	vec4 P = gl_ModelViewMatrix * gl_Vertex;
	gl_ClipVertex= P;
	lightDir = normalize(vec3(gl_LightSource[0].position));
	I = P.xyz;
	normal = normalize(gl_NormalMatrix * gl_Normal);

	Cs= vec4(0.5,0.8,1.0,0.2);
		
	gl_Position = ftransform();
}